4 posts in this topic

Bagstone's constructive feedback has received a lot of attention. Bluddshed talks about Season 7 rewards, Conquests and Haedrig Gift headstart in his newest video. Patch 2.4.2 release marks the end of the 3-Support meta.

Group Dynamics & Upcoming Changes (Constructive Feedback)

Bagstone has submitted a quite well written feedback on the official forums on the upcoming change to end-game group dynamics sharing his own thoughts how to improve it even more. Here's his perspective along with a reply by Nevalistis.

Nevalistis

Like so many others, I'm thrilled to hear all the changes coming to the "meta" this patch. While the thread was titled changes with regard to group dynamics, I think those changes also affect the game overall - not just in terms of groups, but also the general playstyle both in groups and solo. I hope this is not just an exception, but represents a turning point in game design, where just increasing 9 out of 10 numbers if one is too high isn't the only option. This development has driven us to a point where having a set (that usually gives around a 2000% increased damage bonus) is the difference between T1 and T7. Just adding that sixth item to your build should not enable you to leapfrog half of the entire difficulty scale; it makes you feel like you cheated your way through the RPG-like character progression you expect in a game like Diablo. But anyways, enough rambling, I'll sketch out my thoughts on the upcoming changes, issues that I think should be tackled next (especially in conjunction with the upcoming changes), and what else could be done to further improve the game.

RE: Problem/change 1 - party buffs are too powerful and will be reduced.

That is a great change. Further in the post it is argued that this will also "nerf" some solo builds and not only group dynamics, and the datamined information gives away that while many spells are changed from buffing group damage to buffing only a player's damage, the numbers are also changed (mostly from 20% to 15%). There's already an outcry (especially on Reddit) from solo players, but I'd like to remind everyone - players and developers alike - that those simple buff spells aren't good for the game. As someone who passionately played wizard in all of D3V, I vividly remember how there were three fixed spells on every player's bar: Familiar - Sparkflint, Magic Weapon - Force Weapon, and Energy Armor (with Pinpoint Barrier as offensive choice). Those three buttons were pressed every 10 minutes, and then left alone. It led to a very boring playstyle where you would at most use 3, maybe only 1-2 buttons on your bar (especially for the popular perma Archon build). The feedback was unanimous: Please remove those boring buffs and give us alternatives; especially, utility spells. While the buffs weren't removed, the other runes became more interesting features, and a new spell was introduced in RoS (Black Hole).

Therefore, in addition to this change, here's how the development could take it a few steps further:

Change spells to have interesting effects that then benefit the players, rather than just boring "20% increased damage" or "25% reduced damage". A good example for this is the Crusader class which has a lot of buffs, but they are not simple buffs: the Laws have an active and a passive component, which means you have interactivity. The biggest buff (Judgment-Resolved) was a side-effect of mobs being CC'ed. Most importantly, almost all Crusader spells have a cooldown, so they're not spammable effects or 10 minute buffs, but they can be built into a rotation.

Make player buffs more transparent (both in party but also for a single player). The "additive vs multiplicative" discussion is unnecessary in a game that is meant to be just about slaying monsters and not about maths (especially due to the fact that no combat log or LUA interface is provided). In addition to reducing all buffs from 20% to 15%, I hope the next PTR's patch notes will also state that all buffs from now on belong to the same category; or at least if they come from the same source. For the majority of players this intransparent distinction is alienating, misleading, and can actually lead to a bad game experience. Other options would be to indicate (through color or a little letter in-game) which category a buff belongs to, or at least provide a "target dummy" in town, or... a combat log ;-)

I'm not sure it's necessarily a good idea to scrap *all* party buffs. It might lead to party setups where there is no synergy and 4 people just spread out over the map and fight "on their own", and proximity doesn't matter at all anymore. More than damage buffs, the damage reduction buffs just went too far. There were (and still are) so many 50% damage reduction buffs (or higher) in the game - in spells, on gear, and from gems - that the multiplicity of those created inflated numbers for toughness. I peaked 12 billion toughness on my casual support monk in S5, and I assume high-end groups in S6 can go even much further if they wanted to. And this does not include the damage reduction we don't see (the one on mobs, like Blinding Flash-Crippling Light). For example, you jump from 50m toughness to 112.5m by having just two of those multiplicative 50% buffs (e.g., Aquila Cuirass and DMO 4 piece set bonus). That's an increase of 125% in toughness. With the new damage multiplier per GR tier being 2.338% after GR71 (since 2.4.1), that means your toughness value skips a whopping 35 (THIRTYFIVE) GR levels. Just by adding two buffs. TL;DR: Don't just nerf party buffs, nerf buffs overall. One buff shouldn't make a difference of 15-20 GR levels!

Keep in mind that it's not only party buffs that are the reason for bringing support classes. In Season 1, there were only two support classes (WD+Crusader) and two DPS characters (both DH), but the main purpose of the supports was perma-stun (WD) and long-range pulling with the horse (Crusader). It seems like you got this covered based on some of the comments and datamined changes (damage reduction buffs reduced, healing reduced), but just as a reminder that all those fall in the "utility" category. I can't speak for everyone, but I personally think having 4 classes do nothing but DPS would also not be much more enjoyable than what we've seen before. Some sort of support is nice to have, and especially the utility of pulling mobs with you *under some circumstances* should prevail. The ability to create density where there is none helped us to tackle with the randomness of rifts and reduced the amount of fishing to some extent, and it would be unfortunate for that to be completely taken away and turn us all just into mindless non-tactical killing machines. However, the current pulling abilities go a bit too far, of course - which I'll bring up in the next point.

Hey Bagstone! I just wanted to take a moment to say this is an awesomely written, well-thought out example of feedback. Definitely passing it on, and while I can't promise anything, I wanted you (and the community) to know how much we value such well-constructed posts. We appreciate your analytic and detailed perspective.

As a somewhat related aside, we just don't have time to comment on every thread. Simply put, there's a TON of feedback to go through and a whole lot more of you than there are us! While we can always improve our communication, responding to everything just isn't feasible. So when we get a bit quiet, rest assured it's because we've got our collective noses to the grinder, not that we aren't listening or reading.

With Season 7 around the corner, we've already showcased conquests, Zadina wrote about Seasonal Journey changes and now, we'll be going through rewards. A new demonic unicorn pet will be awarded along with a snowy portrait in the upcoming Season. Bluddshed has uploaded a video telling us more about the above-mentioned topics. Headstart classes are also mentioned based on the initial set they get as a reward.

The Death of 3-Support Meta

Rhykker talks in his newest video about one of the most crucial changes coming with 2.4.2 based on his current PTR testing. The new patch release will mark the end of the 3-support end-game meta. Make sure to check out the video if you don't have time to keep up with all the patch notes.

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I suppose Season 6 will come to a close end July. There has always been a rollover (the period when one Season ends and a new begins) with a two-to-three-week duration. Currently the new Season is being tested on the Public Test Realm.

Hence if my calcualations are correct, Season 7 should go live mid August and would end somewhere in mid November.

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The latest PTR Patch 2.4.3 Build 42336 brings changes to Legendary items and buffs to various class sets.
Blizzard Entertainment
Latest PTR Patch 2.4.3 Build: 42336
GENERAL
Bug Fixes
(PTR Only) Fixed an issue preventing the transmogrification options granted by the Anniversary Event from being available account-wide
ITEMS
Class Specific Items
Crusader
Faithful Memory
Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% for 10 seconds, stacking up to 10 times
With Doctor
The Barber
Instead of dealing direct damage, your Spirit Barrage now accumulates on the target
When you stop channeling casting, it explodes dealing 225-250% of the accumulated damage to all enemies within 15 yards
The following class set powers have received changes
Barbarian
Wrath of the Wastes
(6) Set Bonus
Whirlwind gains the effect of the Dust Devils rune and Dust Devils all Whirlwind damage is increased to 2500% weapon damageby 400%
Crusader
Roland's Legacy
(4) Set Bonus
Increase the damage of Shield Bash and Sweep Attack by 750% 1250%.
(6) Set Bonus
Every use of Shield Bash or Sweep Attack that hits an enemy grants 50% increased Attack Speed and 10% 15% damage reduction for 8 seconds. This effect stacks up to 5 times.
Demon Hunter
Embodiment of the Marauder
(6) Set Bonus
Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 800% 1200%increased damage for every active Sentry.
Monk
Inna’s Mantra
(6) Set Bonus
Gain the five runed Mystic Allies at all times and your damage is increased by 50% 100% for each Mystic Ally you have out.
Witch Doctor
Spirit of Arachyr
(6) Set Bonus
The damage of your creature skills is increased by 1500% 2400%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.
Wizard
Delsere’s Magnum Opus
(6) Set Bonus
Enemies affected by your Slow Time take 2000% 2800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.
Bug Fixes
The Barber
(PTR Only) Fixed an issue that was causing the explosion created by this item to fail if the stored damage exceeded the target’s current health
(PTR Only) Fixed an issue preventing +Spirit Barrage damage from applying to the explosions created by the skill when equipped with this item
ADVENTURE MODE
Greater Rifts
The Greater Rift progress bar now displays the percentage completion at the end of the bar when it is nearly filled
The experience and Greater Rift progression awarded for defeating many smaller monsters has been increased
Players will now get an extra chance to upgrade their Legendary Gems if they do not die in a Greater Rift.
(Source)

Two legendary items are getting tweaks in an upcoming PTR build, while two other legendaries will remain as they are.
Community Manager Nevalistis gave some feedback about four of the reworked legendaries. Apparently, The Barber and Faithful Memory are receiving some nerfs in a future PTR build, while the team is happy with how Hellcat’s Waistguard and Manald Heal turned out.
Nevalistis
It's been great to see a lot of earnest testing and honest feedback. Thanks, everyone, who's participated thus far! Based on your feedback, we have a few changes pending for some of these items that I wanted to share before they go live in the next PTR patch.

The Barber
Those of you who have been testing The Barber have seen this item jump from flat out not-functioning to most certainly over-performing. We suspect that the damage on this item is a tad high (particularly when using the Phantasm rune), so we're removing the damage bonus granted by the final explosion. There were also some pretty funky interactions occurring with Phantasm that caused some scaling issues, and we'll be correcting those.

TLDR: Witch Doctors looking for massive AoE explosions from Spirit Barrage should still see effective results, but they won't be quite so over the top.

Faithful Memory
Faithful Memory is greatly benefiting from changes made to Greater Rifts and density. As many of you have noted, it's a wee bit on the powerful side. We're going to implement a cap on the number of stacks that can be gained and see how this performs. That leaves room for potential tweaking in the future if it's been adjusted too far.

Hellcat's Waistguard
We're pretty happy with how Hellcat's Waistguard is panning out in practice. We wanted to introduce an alternative play style rather than a new meta for Greater Rift pushing with the possibility that someone might discover a new top-tier combination or build with it, and we feel this item fulfills that goal.

Manald Heal
Manald Heal is in very much a similar place as Hellcat's Waistguard, though it admittedly needed a bump from its initial version on the PTR. Thanks to everyone who helped us test this item! The builds that are coming out of it actually perform pretty well, and we think there's still more room for player experimentation here.

Overall, I want to reiterate that we don't intentionally design items to shift or change "the meta," nor are we looking to continue feeding power creep. The intention of many of these items (and likely those in the future) will be to provide options to play differently while remaining reasonably competitive with other existing options. (source)
We remind you that the effects of these legendary items are currently as follows on the PTR:
The Barber: Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop channeling, it explodes dealing 225-250% of the accumulated damage to all enemies within 15 yards.
Faithful Memory: Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% for 10 seconds.
Hellcat's Waistguard: Grenades have a chance to bounce 3-5 times, dealing an additional 50% damage on each bounce. This bonus is increased to 800% on the final bounce.
Manald Heal: Enemies stunned with Paralysis also take 13,000-14,000% weapon damage as Lightning.
Αn overview of Patch 2.4.3 can be found here.

A look at the legacy of Season Five, and how it has shaped the game.
What will we think of when looking back at Season Five?

Another Season has come to pass in Sanctuary, and with it some pretty massive revelations. We saw a rise in certain playstyles, reactions from Devs, changes in Team Diablo, No-Boss runs, Banwave after Banwave, and even new ways to play the game.

So what is the lasting impact of Diablo Season Five?

Disclaimer: This post is purely the opinion of the author, Realbookwurm, and is intended to review from the broad community perspective what Season Five was like to many players. Many arguments here have subjective components, and as such should not be taken as fact. Your mileage or experience probably varied.

Let us start with the bad, and work our way to the good stuff, since there is a lot more that Season Five has done to impact the game positively than negatively.

The Ugly

Set Dungeons: While the concept is novel, the execution and reality did not meet the standards of the community by-and-large. Born as an attempt to give players a specific goal, something which Diablo often lacks, the idea was sound. Why not create a scenario where players can demonstrate mastery of a Set's mechanics, and even be rewarded in game for the their efforts? Well, the schism between great idea and the reality is probably most related to the actual objectives of the dungeons. Some set dungeons were quite easy to grasp and execute, the Immortal King's Dungeon for an example. Others suffered from mechanics that were unclear, counter-intuitive or just plain at the mercy of RNG. Firebird's Finery Dungeon asked players to die on purpose. Shadow's Mantle Dungeon gave an objective that failed players for consecutive hits on an enemy. Jade Harvester Dungeon gave you invisible enemies, and penalised you for not killing them. Wrath of the Wastes Dungeon put you in a Melee build and told you not to take ANY physical damage. The number of dungeons which seemed to nail it were small, and the ones that frustrated players seemed numerous.
Power Creep: While this is always present, Season Five saw an unprecedented leap forward in the average player's experience. From people doubling their highest Greater Rift, to Paragons running into the thousands, the whole game now has a higher bar set. There were many reported situations of public groups that would kick people for "only being Paragon 800" or similar. Players in groups cleared Greater Rifts well past the 105 mark, while solo saw numbers in the 90s. Season 4 had not even saw the group move past 90, so seeing people now doing it alone has really driven this point home.
Paragon Disparity: This point is substantially tied to the previous issue, but deserves a special nod, as many player find themselves on one side of the divide or the other. The group meta saw legitimate players spanning well into several thousand paragons, and on the flip side any number of posts in r/Diablo's reddit detailing solo player journeys saw people hitting new highs in the hundreds. While many were not directly affected by this divide, the solo leaderboards closed in a stranglehold not from the Solo players themselves, but instead were mainly comprised of group players who then leveraged their superior paragons and gear in order to also dominate in this area.
No-Boss Runs: This one was saved for last on this list, because it is a bridge between the two previous issues listed, and The Worst issue which is near the end of this editorial. While it was not a new idea, the prevalence of this phenomenon in Season Five had new levels of impact. The idea behind a No-Boss Runs is that players in a group (or even solo) run an extremely high greater rift level (usually higher than could actually be cleared) and play up until the rift guardian is spawned. Players then exit the game and make a new rift, repeating the procedure. The result is massive amounts of XP gained, lending handily to the paragon disparity. Since the rift guardian is usually the bulk of time spent in a rift, and nets significantly less experience per time spent comparative to the rest of the rift, this practice born of pragmatism characterized greater rift pushing this season.

The Bad

Lost Devs: This season saw the departure of many strongly talented figures from Team Diablo, and while some could potentially return, others are lost for good. How this will affect the game moving forward remains to be seen, but the figures lost were those who had direct and observable impact on the game as a whole.
Class Diversity: In what always results in a continued struggle, Diablo's developers yet again took painstaking efforts in balancing, with a goal of roughly approximating all sets to be equal in terms of power. Once more, we saw a season ruled by flavor-of-the-month builds, and a particular class warping the entire group meta in around itself. While Season Four was the Year of the Monk, Season Five will forever be the Year of the Wizard. Like the Static Charge Monk of yester-season, the strength of the Energy Twister Wizard left an indelible mark on the group play of Diablo, and even caused a series of severely hard-hitting changes to several class and item mechanics. Health Globe spawning as a purposeful mechanic has all but been removed from the game, and the warp was so massive that even other classes had their skill mechanics changed thanks to the Wizard build in question.

Mixed

Buff UI: While this issue is actually part of larger change that has positively impacted the game, it also has some quirks that presented and still require a clean up. The changes to the Buff UI that came baked into Patch 2.4 are overall successful. Making the bar more concise, it grew in Season Five to be the tool of information it was also supposed to be, and no longer is quite the source of player focus it once was. While the goal of making players engage the game (not their buff bar) seems to have been achieved, the improvements have left some aspects seemingly unpolished. The two most common issues that now seem to arise in discussion are the lack of drop shadow on stack numbers, and the paragon point allocation button covering part of the bar itself. With some minor tweaks, these could be changed and really let the newly designed buff bar come into its own glory. Rightfully so, as it now is leagues ahead of its old counterpart!
Stash Tab: While this might be a confusing place to find the stash tab, please read on as to why it finds a home here. Many players, myself included, were ecstatic about the inclusion of this reward. To me, the gaining of the extra space was massive, and let me fully devote a tab of stash to each class, as I am an alt-a-holic. I did not have any issue with the implementation, but the implementation was inline with how I play the game already. For many players, the implementation did not line up with their playstyle, or desired mode of play, and this is what lands the stash tab here. Like a billion dollars in the bank, it's great for those who have it, and not so much so for those who don't. I play seasons exclusively now in Diablo, and even quit during the interseason period to recharge and play other games. While Seasons are on, I religiously play each weekend with some friends, and manage to go far in, or complete the season journey. Getting the stash tab for me was merely a consequence. Now, my playstyle is not the only one. Many players don't play seasons. Others, are not as able or willing to devote the many hours needed to get to where I do. As a result, many groups found themselves left out, or struggling with a game (something we play for fun) to get what they felt was necessary to enjoy the game. This lack of fun for those players, well it's rough. I applaud the developers for setting a standard which players must achieve to be rewarded optional content in the game. Likewise, I see the strong argument from those who do not like being forced to play a game mode they do not enjoy in order to get access to something they want, and sometimes feel compulsion to gain. I am not sure what the right answer here is, and as such it remains in the murky waters of mixed. My only input is that I do think there is strong value in rewarding players for certain achievements. The term reward is defined as "a thing given in recognition of one's service, effort, or achievement." Perhaps the discussion should focus not on what is wrong, but what else can be opened as an avenue for others to also achieve.
The Good

Single Player XP: Wait, wasn't there something about paragon disparity earlier? Yes, but there is strong hope for solo players, and Season Five gave the most compelling evidence. While by season's close the gap was huge, the early reports of the season saw solo players hitting 70 in roughly the same time as partied groups. This was the first time this had occurred in season play without some form of XP exploit being used. The main driver behind this was the addition of bonus kill-streaks which had previously been seen in console versions. Additionally, changes were made to group dynamics and xp sharing. More changes are coming with Season Six, meaning the outlook for this aspect is high. Perhaps this issue will eventually see a form of parity between groups and solo players. Certainly, we are seeing that goal closer than further as of writing.

Death's Breath: They're a distinct color now, making them much easier to distinguish. This optimizes time spent while farming, and is a seemingly small, yet huge-in-impact change that I have yet to see a complaint about. An all around victory.
New Zones: For those who saw the Diablo panel at Blizzcon this year, the amount of changes coming with 2.4 seemed impossibly large. Since Season Five is a child of Patch 2.4, the addition of new zones with the patch meant that many players saw these sights for the first time in season. From minor additions with the Library at Leoric's Manor, to the entire zone replete with new mobs, tiles and lore (Greyhollow Island) there is not a fair argument against these additions. Free is free, but quality additions for free are just gravy!
The Great

Empowered Rifts/Caldesann's Despair: While Wyatt Cheng (@Candlesan on Twitter) might hide his despair of this change behind a weak anagram, finally having a viable and impactful gold sink enter the game has many of the Diablo 1% jumping for joy. With so much gold coming from regular farming of high torments, and trips to The Vault, the community saw gold inflation in the highest order. With so many sources of generation, and few sources of loss, the amount players had stashed away became looney (Canadian money jokes). The idea of slightly lessening the time needed to level gems, and thus getting to imbue gear with the new enchanting recipe in Kanai's Cube faster, all while making gold worthwhile again was a massive victory for Team Diablo. It addressed an issue in a creative, fun, and engaging way that had players wanting to play the game more. It also diversified to a greater extent what players did while playing at endgame, and I think it is easy to classify this as an example of creative game design which resulted in a victory.

Haedrig's Gift: The thorn in my side, (I played Invoker's Burden Crusader this Season) I have to admit that this feature was a success from the community perspective. I will freely admit that I was bent out of shape with the announcement of this feature, and still question its merit. However, I was shown how my opinion here is narrow, and needs broader context. As a gamer who loved the early adventure games such as Sierra's King's Quest line, or the amazing LucasArt's Monkey Island series, I lamented the inclusion of "free sets" as a softening up of gaming culture, and an attempt to cater to those who want things without working for them. I also still question if this sped up the progression of seasonal character too much, leading to faster burn-out or season completion. The second point I hold true to, the first, I was gravely mistaken on. While I can be crusty old gamer who complains about walking uphill to school both ways "back in my day," I also have my scope wrongly adjusted to those old games. Many old computer games are famously confusing and difficult at times, and often lead to out-of-the-box or just plain weird solutions. These games also could often be played, once you knew what to do, in a matter of hours. You might sink lots of time into solving the puzzles initially, but the actual game length is relatively short. Now, we have a whole genre of game with the word massive in its title. These are games where a player can take an hour just to make a character's appearance right if they so choose. In this wave of massive gameplay comes things like Diablo, which actually never end. Sure you can beat the game, but that's not the goal for most. Set dungeons still leave the stopping point role unfulfilled. Instead we continue to push hard, faster and further a group each season, and many players were not having fun anymore trying to keep up. Enter the Gift, and now player who might have never even owned a full set before are getting a chance to explore the game in new and exciting ways. This is obviously a positive, and something that is good for the health of the game. In practice my Softcore Crusader who received Invoker's Burden through the Gift, and my Hardcore Crusader who farmed the pieces had very little difference of experience. It was a small gap in time spent between their progression, several hours to be fair. My enjoyment was no less on my softcore crusader, and progression only felt slightly slower on my hardcore one. The upshot? It let players with limited time, or perhaps those who don't spend hours talking theorycraft on the forums to be able to get moving faster and enjoying themselves sooner. Thus, I have to concede this to the clear win category.
Diablo Unannounced Project/Job Postings: While this isn't anything related with the Season, it did come to light during the season, and had a measurable effect on the community. The posting of various jobs to Blizzard's career page, and the mention in those posting about a "Diablo Unannounced Project" have many speculating. With the possibility of another Diablo III expansion, to another game set in the Diablo universe, to Diablo IV, the community is abuzz with theories. Only time will tell exactly what it is that Blizzard has up their sleeve, but many remain exceptionally excited for whatever that could be. More Diablo is always welcome.
Kanai Event: Like the previous entry, this is more something that merely came to light during Season Five, and is not a direct product of it, but it certainly merits mention. The event consisted of a longstanding mystery of Kanai's Throne Room finally being revealed. Since the arrival of Ruins of Sescheron in Patch 2.3, there were cryptic in game clues and references to the "right time" in Kanai's Throne Room. The right time turned up in Season Five, with the Kanai's Stomping Ground event coming to life in March. This tribute is touching and tasteful on behalf of Blizzard, and is set to outlive this past season, by coming around each March. More can be read about the event and the person it honors here.
Legacy of Nightmares/Invoker's Burden: These two sets might not share anything in mechanics, but what makes their birth in the Season 5 meta important is that both represent a paradigm shift in what makes a character powerful in Diablo. Firstly, let's examine Invokers. This set, also known as the Thorns Set, offers a look into a world where Crit Chance/Crit Damage stats and Sheet DPS are utterly irrelevant. This change was lauded by many long term pundits of the game, who often argued that Crit was a stat too crucial to DPS output. This new way of thinking about how you get your damaged threw convention out the window, and did so successfully. 97,786 is how much DPS when my Invoker Crusader cleared his first 70 Greater Rift, something I know because I immortalized it via screen capture. With DPS figures ranging in the 2-3 million range for well-geared and high paragon toons, the idea that 97,786 could do anything of impact seemed astounding. It still is, if you think about Diablo convention to this point. This brings us to Legacy of Nightmares, another fly-in-the-face of conventional Diablo 3 Since the Loot 2.0 revamp, sets have been king of DPS. Some argue the lack of true diversity is gone in builds, something Vanilla had a surprising amount of in contrast. Few arguments could be mounted for anything but set based builds of late, and enter The Legacy of Nightmares . The "No-Set Set" gave rise to a new and exciting branch of gameplay that satisfied many of the prior complaints of too heavy reliance on set bonuses. While the issue is still not dead, after all Wizards couldn't seem to materialize a competitive build with LoN, it went on to dominate the solo leaderboards for classes like Crusader and Demon Hunter. I will state there is much work to be done here, but like Apollo 11, this was a "Giant Leap" for Diablo III.
Now, the heart of article is revealed. We have made it this far, and now the rock bottom and the sky-high aspects of Season Five come to light.

The Worst

A Support Meta/Single DPS Gameplay: This is probably not a twist(er) to those who played Season Five, as we saw a worrying trend that began in Season Four take a whole new level of notoriety in Season Five. In a game that is all about smacking skeletons until they collapse, a striking meta emerges where 75% of a Four-man group are not doing it. David Brevik (you know, the guy who envisioned Diablo and worked so hard to make the game a reality) stated fondly of working on the first Diablo "I clicked on the mouse, and the warrior walked over and smacked the skeleton down. And I was like, ‘Oh my god! ...That was awesome!'" Thus was born the Action Role Playing Game, or ARPG. This quote characterizes what makes the arpg so special, and for many what their first Diablo experience was like. With this in mind, consider a situation where only one out four in a party are doing the skeleton smacking. Change might be good, but such a dramatic shift away from what seems so core to the arpg and the Diablo experience is nearing criminal. The reaction from the developers behind the game seems to be in vein with my own take on the situation, as they have mobilized en masse to try and cull this type of gameplay. Even well-known community figures admit that they only partake in it because it is the most efficient, not because it's what they enjoy. It is how to climb the leaderboards, for better or worse. Worse, really. This will likely be the most remembered aspect of Season Five looking back. Actually, strike that. The most remembered thing about Season Five, the thing that will put it down in the history books as what went right is:
The Win

Season Five saw the purge of the Botter, and humans attaining victory. An update to Blizzard's Warden, in conjunction with well timed and decisive waves, saw the leaderboards all but purified of those who chose to break the Terms of Service by utilizing suspect third party softwares. Whether you and Brother Chris played Diablo 24/7, or you used a software which rhymes with MurboMud, or maybe plotted your trips through Sanctuary using some GPS, you probably saw the boot. While not all elicit software users were burned by the righteous fires of the purge, a great chunk saw, and thus now fear the Light. Whatever this means moving forward, the message has been sent, and the result are clear for all to see: Play by the rules, or risk consequences. Exceptionally well played on Blizzard's part with timing and deployment, the banwave has many of the jaded questioning if perhaps there is much to be said about the game after all. Excellent work to Blizzard, and I personally hope that you keep this momentum you've gained.

Conclusion:

Season Five has come and gone, and with it a new legacy was born. What the full effect is still remains to be seen, but we can assess some core principles in the immediate. What we know is that like any Season, there are going to be bad aspects, and those that make us remember exactly what has us logging in again and again and again. Season Five seemed to polarize the issues, making the extremes of the bad, as well as the good, more apparent than ever. In the end there more good than bad, and this should have all fans of the franchise reaching for that mouse.

Personally, I had a great time in Season Five, and I am looking forward to Season Six, which will begin as follows:
North America: Friday, April 29 @ 5:00 p.m. PDT
Europe: Friday, April 29 @ 5:00 p.m. CEST
Asia: Friday, April 29 @ 5:00 p.m. KST
I want to thank readers, and now that I have said my piece, I open the comment box to all of you below. Do you agree or disagree with my take? Let me know!

Community member Meathead Mikhail regularly puts out helpful Diablo videos, and his latest covers a very important mechanic which many players may not be aware of.

I was made aware of this mechanic sometime back in 2012, but only because I am the guy who loves diving into a spreadsheet on the numbers behind a game. I also want to concede that most do not find reading up on the maths behind their favorite game quite as exciting as I do. However, since the nature of the mechanic is not referenced anywhere in the game itself, and has come about solely by the efforts of the theory-crafting community, it is still largely unknown to the player-base.

While some might see this as information for the Min/Max crowd, it is truly amazing how small tweaks like this can make your character so much more viable. I have invited many people in my life to try Diablo, and small tips such as this one have vastly improved their experience. It seems players tend to have more fun when they don't die often. Rambling aside, I am really happy to see such a quick and easy-to-understand explanation of the mechanic being made available. Thanks Meathead MIkhail!

Please take the time to give it a watch, and I hope that players find this useful. I know that I have over the years!

Get your cosmetic groove on with oodles of new looks coming in Patch 2.4.1!

It is no secret that I am strongly looking forward to the new farmable cosmetic content that is due to drop with Patch 2.4.1. I even wrote a brief news about it featuring way too many caps in the title. The truth is while the game may still produce minor gripes here and there, let's not fail to celebrate that we finally are to the point with Diablo III where this type of development can take precedence. The gameplay has been tweaked, modified and perfected for nearly four years now, and the result is a patch that lets us focus on the finer things.

That isn't to say that Patch 2.4.1, and the Season 6 meta wont see totally new aspects. Many of the sets were once again tweaked, tons of legendary gems are changing, there was a massive effort from the devs to change the 1 DPS, 3 Support meta of Season 5, and even one or two massive tweaks to help out the solo players.

Well if you are looking forward to the "small things" coming in the form a portrait frame made of rainbows, then check out the Cosmetics Preview that has just gone live on Battle.net. It shows a few of the items that will become attainable, including the new pet goblin and even some wings!

Don't forget to drop a comment or two in the box below and let us know what feature you are most looking forward to in Patch 2.4.1! I'm guessing the ability to wear a crab on your head is going to win any polls though...